function Level7(processing) {	
	
	// Immovable objects that are placed in the level as a part
	// of the level design.
	this.staticObjects = new Array();

	// Objects available to be placed in this level,
	// or that the user has placed already.
	this.dynamicObjects = new Array();
	
	// Objects that have a "satisfied" boolean and
	// must all be triggered to clear this level.
	this.winConditions = new Array();
	
	// -- Dynamic Objects ---
 	this.dynamicObjects[0] = new Mirror(45);
 	this.dynamicObjects[1] = new LeftRotator("leftRotate.gif");
 	this.dynamicObjects[2] = new Mirror(-45);
 	//this.dynamicObjects[3] = new Mirror(20);
 	//this.dynamicObjects[4] = new Mirror(25);
 	
 	// -- Static Objects --
	this.staticObjects[0] = new LaserEmitter(50, 100, 0, processing);
	this.staticObjects[1] = this.staticObjects[0].getLaser();
	this.staticObjects[2] = new LaserEmitter(640, 50, 90, processing);
	this.staticObjects[3] = this.staticObjects[2].getLaser();
	this.staticObjects[4] = new LaserEmitter(700, 350, 180, processing);
	this.staticObjects[5] = this.staticObjects[4].getLaser();
	this.staticObjects[6] = new LaserEmitter(110, 400, 270, processing);
	this.staticObjects[7] = this.staticObjects[6].getLaser();
	
	// -- Win Condition Objects --
	this.winConditions[0] = new Target(732, 130, 10);
	this.winConditions[1] = new Target(732, 225, 10);
	this.winConditions[2] = new Target(732, 333, 10);
	this.winConditions[3] = new Target(88, 412, 10);
	
	// --- Rendering ---	
	this.allObjects = this.dynamicObjects.concat(this.staticObjects);
	this.allObjects = this.allObjects.concat(this.winConditions);
	
	// --- Visual Stuff ---
	this.r = 144;
	this.g = 59;
	this.b = 255;
}
